Zeguro's App


The Plague Doctor
Human (variant) Artificer 1
Gender: Male
Alignment: Neutral good
Background: Guild artisan
Diety: None
Personality Traits

Personality Trait- The Doctor is a very forceful man, as he pushes his ideas onto others and can be abrasive.

Ideal- The Doctor just wants to help anyone with a disease or injury.

Flaw-The doctor is abrasive and forces his medicinal work upon others, he will work on you even if you say no. He will patch you up.

Bond -The Doctor has no bonds in this world yet except his work. He has dedicated his entire life to his work.


STR: 8 / -1
DEX: 15 / +2
CON: 12 / +1
INT: 16 / +3
WIS: 14 / +2
CHA: 8 / -1

STR -1
DEX +2
CON +3
INT +5
WIS +2
CHA -1

Speed: 30 ft

INIT: +2
HD: 1D8
HP: 9/9
AC: 14

Proficiency Bonus: +2

Melee Attack:
dagger: 1d20+5, 1d4+5
Ranged Attack:


+2 Acrobatics (Dex)
+2 Animal Handling (Wis)
+3 Arcana (Int)
-1 Athletics (Str)
-1 Deception (Cha)
+3 History (Int)
+4 Insight (Wis)
-1 Intimidation (Cha)
+5 Investigation (Int)
+4 Medicine (Wis)
+5 Nature (Int)
+2 Perception (Wis)
-1 Performance (Cha)
+1 Persuasion (Cha)
+3 Religion (Int)
+4 Sleight of Hand (Dex)
+2 Stealth (Dex)
+2 Survival (Wis)

Passive Perception: 12

  • Common
  • Deep Speech
  • Goblin
  • Dwarvish Script

Racial & Class Features and Proficiencies
Race Traits
  • Ability Score Increase: +1 int, +1 wis
  • Skills: sleight of hand
  • When you use a healerís kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healerís kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creatureís maximum number of Hit Dice. The creature canít regain hit points from this feat again until it finishes a short or long rest.

Class Features
  • Hit Dice: 1D8
  • Saving Throws: int, con
  • Skills: medicine, nature, investigation
  • You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.
    To use any of these options, your Alchemistís Satchel must be within reach.
    If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier

    ***Alchemical Fi​re: As an action, you can reach into your Alchemistís Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you donít hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formulaís damage increases by 1d6 at 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).

    *** Alchemical Acid: A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formulaís damage increases by 1d6 at 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

    ***Healing tincture: A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature canít do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. This formulaís healing increases by 1d8 at 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).

    alchemical formula
  • The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials
    magic satchel
  • You know the artificer spells detect magic and identify, and you can cast them as rituals. You donít need to provide a material component when casting identify with this class feature.
    magic item analysis

Background Features
  • Skills: insight, persuasion
  • You, and many like you, have suffered greatly. You bear a look of constant stress and exhaustion, though some may recognize this expression for its true meaning. Any who recognize your troubles may give you basic essentials, such as a roof for a night, or even useful information. These people are far and between; You are more likely to pick up the attention of party's associated with magic, for better or worse.
    shelter of suffering

  • Armor: light armor, medium armor
  • Weapons: simple
  • Tools: brewers kit, alchemists kit, poisoners kit, thieves tools,

Arms & Armor
  • dagger
  • studded leather armor
Misc. Items
  • studded leather
  • backpack
  • hammer
  • torches x10
  • tinderbox
  • rations x10
  • waterskin
  • healers kit
  • alchemists tools
  • poisoners kit
  • intro letter (guild)

Money: 1 Gold Pieces

Physical DescriptionHeight: 5"9
Weight: 187
Age: 33
Hair Color: n/a
Eye Color: n/a

The Doctor wears a black suit with a birdlike mask to hide his face. He has a leather suit of armor to protect himself from any danger that might come near, and has a scalpel-like dagger strapped to his belt; One would notice the dagger is very razor sharp and is probably used more for doctoring than actual combat. Many potions and vials line the waistline and sit in the bags of this doctors pouches and belts.
Full Description

When The Doctor was young he lived in a small village that was to the far north east. It was a small village and there were many kind people. It prospered and much coin was to be had. This was until a group of nearby cultists decided to storm the village and raze it to the ground. The Doctor at the age of 8 years old was kidnapped even though he tried to hide. They stole everything, raped the women, killed the men and stole the children. Everything The Doctor knew was gone and he had been kidnapped by these monsters that were unbeknownst to him. The cultists had plans for the children to become test subjects of some kind; Locking all of the children, including The Doctor away in a deep dark cave, They used terrible poisons and acids on the children. The Doctor was one of these subjects, he can still remember the screams of pain from the other children.

For 13 long years The Doctor was subject to different kinds of acids and poisons. His Skin was horribly deformed, he lost all his hair, and he now looks as if he had survived a massive fire incident. It is not a pretty sight. The Doctor eventually found a way out, he waited for the cultists to lower their guard. At one point one of them dropped their guard and he ended up stabbing them with a scalpel he had stolen. He was lucky and was quickly able to escape that prison of a cave that he had been in for 13 years.

He was able to escape and once he saw the light of day The Doctor cried and could not stop running until he reached his old home. It was still gone. From then on he decided that he would become a doctor and prevent this kind of thing from happening to anyone ever again, it was difficult at first. He had to find clothes and equipment but he eventually learned. Time and people leading him to the guild of alchemists. After some time their and some training he was growing better at his skills with medicine. Although the guild has had some trouble with The Doctor before as his practices are seen to be a little cruel or forceful. That is all he knows though.

The Plague Doctor